# 🎮 NovaFarma - Complete Gameplay Features Roadmap ## 📅 Planning Document for Future Development **Status**: Roadmap **Target Version**: 3.0+ **Priority**: Future Development --- ## 🐑 Advanced Animal Breeding System ### **Implementation Complexity**: HIGH **Estimated Time**: 40-60 hours **Dependencies**: FarmAutomationSystem, GeneticsLab (BuildingVisualsSystem) ### **Phase 1: Normal Animals (v3.0)** #### **Core Breeding Mechanics:** ```javascript class AnimalBreedingSystem { breedAnimals(male, female) { // Check compatibility if (male.species !== female.species) return false; // Calculate gestation period const gestationDays = { sheep: 7, cow: 14, chicken: 3, pig: 10, horse: 21 }; // Create offspring const baby = this.createOffspring(male, female); // Schedule birth this.scheduleBirth(baby, gestationDays[male.species]); } createOffspring(parent1, parent2) { return { species: parent1.species, genetics: this.inheritGenetics(parent1, parent2), age: 0, stage: 'baby' // baby → teen → adult }; } } ``` #### **Animals to Implement:** - ✅ Sheep (Male + Female → Lamb, 7 days) - ✅ Cows (Bull + Cow → Calf, 14 days) - ✅ Chickens (Rooster + Hen → Chick, 3 days) - ✅ Pigs (Boar + Sow → Piglet, 10 days) - ✅ Horses (Stallion + Mare → Foal, 21 days) --- ### **Phase 2: Genetics System (v3.1)** #### **Genetic Traits:** ```javascript class GeneticsSystem { inheritGenetics(parent1, parent2) { return { color: this.inheritColor(parent1, parent2), size: this.inheritSize(parent1, parent2), speed: this.inheritSpeed(parent1, parent2), production: this.inheritProduction(parent1, parent2), mutation: this.checkMutation() // 5% chance }; } inheritColor(p1, p2) { // Mendelian genetics const dominant = ['brown', 'black']; const recessive = ['white', 'golden']; // 50% from each parent return Math.random() < 0.5 ? p1.color : p2.color; } checkMutation() { if (Math.random() < 0.05) { return { type: 'golden_fleece', rarity: 'legendary', bonus: { production: 2.0 } }; } return null; } } ``` #### **Traits to Track:** - Color inheritance (Mendelian genetics) - Size variations (small/medium/large) - Speed traits (fast/slow) - Production traits (milk, wool, eggs) - Rare mutations (5% chance) --- ### **Phase 3: Mutated Creatures (v3.2)** #### **Special Buildings Required:** ```javascript const mutantBuildings = { mutation_lab: { cost: { iron: 50, glass: 20, circuit: 10 }, unlockQuest: 'Lab Access' }, reinforced_stable: { cost: { steel: 30, concrete: 40 }, unlockQuest: 'Stable Foundation' }, containment_field: { cost: { energy_crystal: 5, steel: 20 }, powerCost: 50 }, genetic_sequencer: { cost: { circuit: 15, glass: 10 }, unlockQuest: 'Gene Sample' } }; ``` #### **Quest Chain:** 1. **"Stable Foundation"** - Build Reinforced Stable 2. **"Lab Access"** - Find Dr. Ana (NPC quest) 3. **"Gene Sample"** - Collect mutant DNA (dungeon drop) 4. **"Controlled Breeding"** - Complete safety course (tutorial) #### **Mutant Breeding:** ```javascript class MutantBreedingSystem { breedMutants(mutant1, mutant2) { // Requires Mutation Serum if (!this.hasItem('mutation_serum')) return false; // Failure chances const roll = Math.random(); if (roll < 0.5) { return { result: 'death', message: 'Breeding failed - creature died' }; } if (roll < 0.8) { return { result: 'sterile', message: 'Offspring is sterile' }; } // Success! return { result: 'success', offspring: this.createMutantBaby(mutant1, mutant2), loot: ['mutant_hide', 'mutant_horn'] }; } } ``` #### **Mutant Animals:** - 🐮 **Mutant Cow** - 2x size, aggressive, drops rare meat - 🐔 **Three-Headed Chicken** - 3x eggs, chaotic movement - 🐷 **Giant Pig** - Rideable mount, high HP - 🐴 **Zombie Horse** - Undead, never tires, spooky - 🐑 **Fire Sheep** - Flame wool, fire resistance --- ### **Phase 4: Breeding Stations (v3.3)** #### **Station Types:** ```javascript const breedingStations = { love_pen: { type: 'automatic', animals: 'normal', speed: 1.0, cost: { wood: 20, fence: 10 } }, incubation_chamber: { type: 'controlled', animals: 'eggs', temperature: 'adjustable', cost: { iron: 15, glass: 10 } }, mutation_lab: { type: 'manual', animals: 'mutants', failureChance: 0.5, cost: { steel: 30, circuit: 20 } }, cloning_vat: { type: 'expensive', animals: 'any', cost: { energy_crystal: 10, bio_gel: 50 } } }; ``` --- ### **Phase 5: Baby Care System (v3.4)** #### **Care Mechanics:** ```javascript class BabyCareSystem { updateBaby(baby, delta) { // Hunger baby.hunger -= delta / 60000; // 1% per minute // Growth if (baby.hunger > 50) { baby.age += delta / 86400000; // 1 day = 1 age point } // Stage progression if (baby.age > 7) baby.stage = 'teen'; if (baby.age > 14) baby.stage = 'adult'; // Bonding if (this.isPlayerNearby(baby)) { baby.bonding += delta / 120000; // 1% per 2 minutes } } feedBaby(baby, food) { baby.hunger = Math.min(100, baby.hunger + food.nutrition); baby.bonding += 5; // Feeding increases bond } } ``` --- ## 🤖 Farm Automation Tiers ### **Tier Progression:** #### **Tier 1: Manual Labor** - Player does everything - No automation - Learning phase #### **Tier 2: Zombie Workers** - Unlock: Tame 5 zombies - Speed: 50% of player - Tasks: Plant, harvest, water - Management: Required #### **Tier 3: Creature Helpers** - Unlock: Befriend 10 creatures - Speed: 75% of player - Tasks: Crafting, sorting, transport - Specialization: Each creature type #### **Tier 4: Mechanical Automation** - Unlock: Build all automation buildings - Speed: 100% (24/7) - Tasks: Everything - Management: Minimal #### **Tier 5: AI Farm** - Unlock: "Singularity" quest - Speed: Self-optimizing - Tasks: Autonomous - Management: None (just collect profits) --- ## 🍳 Cooking & Recipe System ### **Implementation:** ```javascript class CookingSystem { discoverRecipe(ingredients) { const recipe = this.matchRecipe(ingredients); if (recipe && !this.knownRecipes.has(recipe.id)) { this.knownRecipes.add(recipe.id); return recipe; } } cook(recipe) { const food = { name: recipe.name, buffs: recipe.buffs, spoilTime: Date.now() + recipe.freshness }; return food; } } ``` ### **Food Buffs:** - Speed boost (+20% for 5 minutes) - Health regen (+5 HP/sec for 10 minutes) - Stamina boost (+50 max stamina) - XP boost (+50% for 1 hour) --- ## 🎣 Fishing System ### **Minigame:** ```javascript class FishingMinigame { startFishing() { // Wait for bite this.waitTime = Math.random() * 5000 + 2000; setTimeout(() => { this.showBiteIndicator(); this.startReelMinigame(); }, this.waitTime); } startReelMinigame() { // Timing-based minigame // Press space when indicator is in green zone } } ``` ### **Fish Types:** - Common: Bass, Trout (70%) - Rare: Salmon, Tuna (25%) - Legendary: Golden Fish, Sea Dragon (5%) --- ## ⛏️ Mining & Dungeons ### **Cave Generation:** ```javascript class CaveGenerator { generateCave(depth) { const cave = { depth, size: 50 + depth * 10, ores: this.placeOres(depth), enemies: this.spawnEnemies(depth), boss: depth % 10 === 0 ? this.createBoss(depth) : null }; return cave; } } ``` ### **Ore Distribution:** - Depth 0-10: Copper, Tin - Depth 10-20: Iron, Coal - Depth 20-30: Gold, Silver - Depth 30+: Diamond, Mythril --- ## 👹 Boss Battles ### **Boss Mechanics:** ```javascript class BossSystem { createBoss(type) { return { name: type, hp: 10000, phases: [ { hp: 100, attacks: ['slash', 'charge'] }, { hp: 50, attacks: ['slash', 'charge', 'summon'] }, { hp: 25, attacks: ['berserk', 'aoe'] } ], loot: this.generateLegendaryLoot() }; } } ``` ### **Boss Types:** - **Mutant King** - Giant mutant cow - **Zombie Horde Leader** - Commands zombie army - **Ancient Tree** - Forest boss - **Ice Titan** - Snow biome boss - **Fire Dragon** - Final boss --- ## 📊 Implementation Priority ### **High Priority (v3.0):** 1. Normal Animal Breeding 2. Genetics System 3. Cooking System 4. Fishing System ### **Medium Priority (v3.1):** 1. Mutant Creatures 2. Baby Care System 3. Mining System 4. Automation Tiers ### **Low Priority (v3.2+):** 1. Boss Battles 2. Dungeons 3. AI Farm 4. Advanced Genetics --- ## 💰 Budget Estimates ### **Development Time:** - Animal Breeding: 40 hours - Genetics: 30 hours - Mutants: 50 hours - Cooking: 20 hours - Fishing: 15 hours - Mining: 40 hours - Bosses: 30 hours **Total**: ~225 hours (6 weeks full-time) --- ## 🎯 Success Metrics ### **Player Engagement:** - 80% of players breed animals - 50% discover all recipes - 30% breed mutants - 60% reach automation tier 3+ ### **Content Completion:** - All animals implemented - 50+ recipes - 10+ mutant types - 5+ boss fights --- **Last Updated**: 2025-12-12 23:05 **Version**: Roadmap v1.0 **Status**: 📋 Planning Phase --- ## 📝 Notes This roadmap covers ALL remaining gameplay features from TASKS.md. Each system is designed to integrate with existing systems (FarmAutomation, BuildingVisuals, SkillTree, etc.). **Implementation should follow this order:** 1. Core mechanics first (breeding, cooking) 2. Polish existing systems 3. Add advanced features (mutants, bosses) 4. Final optimization and balancing **Total estimated development time**: 6-8 months for complete implementation of all features.